Trinia Sabor

Dr. Shabad Freebairn's page

561 posts. Alias of Clebsch73.


Race

SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1

Classes/Levels

| Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

Gender

Non-binary Android Technomancer 12

About Dr. Shabad Freebairn

Non-binary Android Paranormal Investigator Technomancer 12
CG Medium Humanoid (Android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +20
When Spell Cache has Detect Radiation, Perception drops to +17. With Spell Cache as Keen Senses, Perception is +19
Spell cache: keen senses and life bubble always on.

DEFENSE_________SP 84 HP 64 RP 13
EAC 27 KAC 29 [Void Hide 1]
+2 EAC against attacks from incorporeal creatures (ghost armor)
Fabricate Arms may allow a different set of armor to be used.
Fort +9; Ref +8; Will +13
+2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)
Resistances Electricity 6 Cold 6

Save dice-bot text:
[dice=Fortitude]1d20 + 9[/dice], [dice=Reflex]1d20 + 8[/dice], [dice=Will]1d20 + 13[/dice], [dice=Will, constructed]1d20 + 13 + 2[/dice]

OFFENSE
Speed 30 ft.
*
Melee junksword [SL 1] +10 (1d4+19 B, S) or junksword [SL 2] +10 (1d8+19 B,S) or Ultrathin Switchblade +13 (2d4+7, S) or Ultrathin Dueling Sword +10 (3d6+13, S)

Fabricated weapons:

Standard Surgecaster +12 (1d10E, range 40', crit arc 1d10, living)
Boosted Standard Surgecaster +12 (1d10 + 1d6, E, Range 40', crit arc 1d10, living)
[dice=Standard Surgecaster, vs. EAC]1d20 + 11[/dice] range: 40 feet.
[dice=Electricity Damage]1d10[/dice]
[dice=Electricity Damage, boosted]1d10 + 1d6[/dice]
Measured Bone Cestus +8 (2d6+11 P, Critical Bleed 1d6)
Critical: The target gains the bleeding condition: Target takes the listed amount of damage at the beginning of his turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points.
[dice=Measured Bone Cestus, vs. KAC]1d20 + 9[/dice]
[dice=Damage, P]2d6 + 11[/dice]
[dice=Critical Damage, P]2d6 + 11 + 1d6[/dice] Gains the bleeding condition.
Elite Diasporan Rifle +12 (4d8 F) Range 80 (750 with aim as move action) Capacity 20 charges; Usage 1 Bulk 2; Special sniper (750 ft.), unwieldy
[dice=Elite Diasporan Rifle (laser)]1d20 + 11[/dice]
[dice=Damage, Fire]4d8[/dice]
LFD Sonic Pistol
[dice=LFD Sonic Pistol]1d20 + 12[/dice]
[dice=Damage, Sonic]2d8[/dice]
[dice=Damage, Critical]2d8[/dice]
[dice=Damage, Sonic, boosted]2d8 + 1d6[/dice]
[dice=Damage, Critical, Boosted]2d8 + 1d6[/dice]
+ Deafen: The target must succeed at a Fortitude saving throw (DC 19) or be deafened (see page 275) for [dice=duration]1d4[/dice] minute(s).
[dice=Elite Plasma Bolter]1d20 + 13[/dice] (range: 60 ft.)
[dice=Damage, E & F]3d10[/dice]
Critical: Wound Fort Save DC 18

Ranged ghost killer sheet lightning pistol +13 (1d6+6 E, range 20 ft., line, stun, unwieldy) or Corona Laser Pistol +13 (2d4+6 F; critical burn 1d4, range 90 ft.) or Called Elite Semi-Auto Pistol with Tritidair weapon fusion +13 (3d6+6 P, range 60 ft., critical: DC 19 Fort save or be blinded for 1d3 rounds) or Thunderstrike Sonic Pistol +13 (1d8+6 So, range 40 ft.Critical deafen DC 16)
*

Ammo/Charge:

Sheet Lightning pistol charges (4/shot): 36/40
Corona Laser Pistol charges: 20/20
Semi-automatic pistol rounds: 12/12
Sonic Pistol charges (2/shot): 20/20
Extra small arms rounds: 31/40
Extra batteries
Standard: 8/8 (1 is 18/20)
High Capactiy: 3/3
Ultra-high capacity: 1/1

Dicebot Text:

[dice=Sheet Lightning Pistol, vs. EAC]1d20 + 13[/dice]
[dice=Electrical Damage]1d6 + 6[/dice]
[dice=Sheet Lightning Pistol, Stun setting, vs. EAC]1d20 + 13[/dice]
[dice=Electrical Nonlethal Damage]1d6 + 6[/dice]
[dice=Corona Laser Pistol vs. EAC]1d20 + 13[/dice] Range 90 ft.
[dice=Fire Damage]2d4 + 6[/dice]
[dice=Elite semi-auto pistol vs, KAC, tritidair fusion]1d20 + 13[/dice]
[dice=damage, P]3d6 + +6[/dice] Half damage is Piercing Half Electricity.
Bright Special Property: Attacks with bright weapons illuminate the area within 20 feet of your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.
When you score a critical hit with a weapon that has an active tritidair fusion, the target must succeed at a Fortitude saving throw or be blinded for 1d3 rounds.
[dice=Ultrathin switchbalde vs. KAC]1d20 + 13[/dice]
[dice=Damage, S]2d4 + 7[/dice]
[dice=Junk Sword (2) vs. KAC]1d20 + 10[/dice]
[dice=Damage, B & S]1d8 + 19[/dice]
[dice=Spell Ranged Vs. EAC]1d20 + 13[/dice]
[dice=Ultrathin Dueling Sword]1d20 + 10[/dice]
[dice=Damage]3d6 + 13[/dice]

Technomancer Spells Known (CL 12th; ranged +13)

4th (4/day)(DC 21)- Greater Invisibility, Soothing Protocol, Reanimate Construct, Summon Creature*
3rd (6/day)(DC 20)—Arcing surge, Entropic Grasp, Flight*, Resistant Armor, Lesser
2nd (6/day)(DC 19)—Caustic Conversion , Delay Countermeasures, Instant Upgrade, Junk Sword*, Make Whole,
1st (7/day)(DC 18)— Comprehend Languages, Detect Radiation, Life Bubble, Jolting Surge, Junk Armor, Keen Senses
If a spell is stored in spell capacitor, it counts as one spell cast: Current Spells = Keen Senses and Life Bubble
0 (at will)(DC 17)—Detect Affliction, Detect Magic, Fabricate Scrap, Mending, Psychokinetic Hand, Telepathic Message
* This spell can be cast a lower spell slot to varying effect. See the spell’s description.
1 extra spell slot from cache capacitor per day.
When overcoming SR, add +2. [Dice=Caster Level, Spell Penetration]1d20 + 12 + 2[/dice]
Mystic Spells [From feat Connection Inkling] (CL 12; ranged +13)
1st (3 per day)(DC 14)—Mystic Cure
0 (at will) (DC 13)—Stabilize, Telekinetic Projectile

Standard Practice when spells refresh:
First, she scrounges up some junk technology and uses it to create Junk Armor. This will give her EAC +11/KAC +13/Max Dex +3, for net EAC 24/KAC 26. It lasts 24 hours.

Next she will use her newfound technomancer magic hack to extend the duration of several spells cast on herself to 24 hours.

She casts Instant Upgrade, giving herself biosynthetic nanites Mk 2. Spell is cast at 3rd level and costs 1 RP.

The she casts Lesser Resistant Armor on her junk armor to give her enhanced defense against kinetic damage. Grants here DR/5 against physical attacks (B, P, and S). Spell is cast as 4th level spell and costs 1 RP.

Finally, she casts Comprehend Languages on herself. This is casts as a 2nd level spell and costs 1 RP.


url=https://docs.google.com/document/d/1a68M5g5Mbxi9-jTyYLZ4VFlVF7hHGmPUPXw hfph_KBw/edit?usp=sharing]Inevitable stats[/url

Dicebot for spells:

[dice=Arcing Surge Electrical damage]10d6[/dice]
DC 19 reflex save for half damage
[dice=Force Damage]1d4+1[/dice]
[dice=Ranged Magic vs EAC]1d20 + 13[/dice]
[dice=Caustic Conversion, acid damage]4d4[/dice] + 5 per turn for 4 turns
[dice=Mystic Cure]1d8 + 3[/dice]
[Dice=Telepathic Projectile]1d20 + 13[/dice]
[dice=Projectile Damage, B]1d6[/dice]
[dice=Jolting Surge, Electrical Damage]4d6[/dice]
[dice]Make Whole]5d6[/dice]

STATISTICS
Str 12 (+1); Dex 18 (+4); Con 14 (+2); Int 24 (+7); Wis 17 (+3); Cha 8 (-1)
Dicebot text:
[dice=Intelligence]1d20 + 7[/dice]

BAB +9
Skills Acrobatics +5, Athletics +1, Computers +26 (12 ranks), Culture +13, Engineering +22 (12 ranks), Intimidate +7Life Science +22, Medicine +22, Mysticism (12 ranks) +22, Perception +18, Physical Science +22, Profession (writer) +14, Piloting +8 (1 ranks), Sense Motive +13, Sleight of Hand +10, Stealth +8, Survival +13; Scientist Serum of Enhancement gives +2 insight bonus to Computers, Engineering, and Physical Science; Sensate Serum of Enhancement gives +2 Insight bonus to Life Science and Mysticism. Took just before leaving room C7; duration 1 hour.
Theme Knowledge: Reduce the DCs of checks to recall knowledge about and gather information related to your case (Is/was the asteroid haunted?) by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field.
Attention to Detail: Halve the time it takes you to gather information (minimum 30 minutes), search an area, or perform research to take 20 when recalling knowledge or identifying a creature, a magic item, or technology. In addition, once per day, if you fail a Perception or Sense Motive check or a check in your field, you can reroll the check and use the higher result.
Gnawing Hunch: If a clue can be found by taking 20 on a Perception check or a skill check in your field, the GM must tell you such a clue exists, but not what it is. Once you know a clue exists, you just have to find it.
Default Skills, untrained Bluff -1, Diplomacy -1, Disguise -1
ACP: -1
Dice-bot text:
[dice=Acrobatics, ACP]1d20 + 5 - 1[/dice]
[dice=Athletics, ACP]1d20 + 1 - 1[/dice]
[dice=Bluff]1d20 - 1[/dice]
[dice=Computers, Scientist Serum of Enhancement]1d20 + 26 + 2[/dice]
[dice=Culture]1d20 + 12[/dice]
[dice=Diplomacy]1d20 - 1[/dice]
[dice=Disguise]1d20 - 1[/dice]
[dice=Engineering, Scientist Serum of Enhancement]1d20 + 22 + 2[/dice]
[dice=Intimidate]1d20 + 7[/dice]
[dice=Life Science, Sensate Serum of Enhancement]1d20 + 22 + 2[/dice]
[dice=Medicine]1d20 + 22[/dice]
[dice=Mysticism], Sensate Serum of Enhancement1d20 + 22 + 2[/dice]
[dice=Perception]1d20 + 18[/dice]
[dice=Perception, Keen Senses]1d20 + 18 + 2[/dice]
[dice=Physical Science, Scientist Serum of Enhancement]1d20 + 22 + 2[/dice]
[dice=Piloting]1d20 + 8[/dice]
[dice=Sense Motive]1d20 + 13[/dice]
[dice=Sleight of Hand, ACP]1d20 + 10 - 1[/dice]
[dice=Stealth, ACP]1d20 + 8 - 1[/dice]
[dice=Survival]1d20 + 13[/dice]

Feats Connection Inkling, Iron Will, Enhanced Resistance (Electricity, cold), Skill Synergy (medicine, perception), Spell Focus, Spell Penetration, Weapon Specialization (basic melee, small arms),
Languages Common, Castrovelian (home world), Aquan, Auran, Ignan, Terran, Akitonian, Brethedan, Eoxian, Kasatha, Shadowtongue, Shirren, Triaxian, Vercite, Vesk, Ysoki
Other Abilities Extend Runtime, Fabricate Arms, Fabricate Explosive, Fabricate Tech, Cache Capacitor (Keen Senses and Life Bubble always active)
Gear:
: Personal Upgrade +2 (Dex, Synaptic Accelerator), Personal Upgrade +4 (Int, Synaptic Accelerator), Serum of Healing Mk II (5 3), Starfinder Backback, Second Skin (in storage), Ghost Armor upgrade (on Android Upgrade Slot), White Carbon Skin Armor with Haste circuit upgrade and Concealed compartment upgrade, Sheet lightning pistol with Ghost Killer Fusion, High capacity Battery (spare), Battery (8), Corona Laser Pistol, Advanced Semi-auto Pistol (in storage), Called Elite Semi-Auto Pistol, 40 small arm rounds, Thunderstrike Sonic Gun, Advanced Medkit, Sprayflesh (7), Tier 2 Analgesic (2) medicinal, Tactical Switchblade (in storage), Ultrathin Switchblade (in secret compartment in armor), Ultrathin Dueling sword, Library Chips (Culture, Engineering, Life Science, Mysticism, Physical Science), Standard Datajack, Computer (Tier 3, Miniaturization 3 (down to Bulk L), Hardened, Firewall, Security 2 module, Self-charging, telepathic user interface), Comm unit with Telepathic User Interface, Tool kits (Engineering, Hacking, Navigator's, trapsmith's, astrogator's Aura-translation, Broad-spectrum scanning, and thieve's tools), Standard Batteries (5), Ion Tape, Zipstick, Reconfigurable Outfit (Travel, Enironmental Cold, Dust, Heat, Radiation, Zero-gravity), Reconfigurable Outfit (Professional, Party 1, Part 2, Formal), Athletic Clothing, 2 pieces of Junk technology (like broken scientific measuring devices, lasers, etc, each 1 bulk), Spell gem (Life Bubble, Hold Portal, Comprehend Languages, Disguise Self, Overheat, Supercharge Weapon, See Invisibility), Aura Goggles, Video Camera (Scanner), Spell Cache and Cache Capacitor is built into the computer, tactical dueling sword. Credits: 410. Tok's goggles (advanced camera scanner, shotgun microphone, laser microphone), Personal Upgrade Mk 1 (Dex), Personal Upgrade Mk 2 (Int), Laser Microphone (Scanner), credstick 290 credits, credstick 500 credits, Serum of Enhancement (scientist), Serum of Enhancement (sensate), Miniature Sun, Tritidair weapon fusion, added to Elite semi-automatic pistol, 1547 UPBs, Ring of Resistance Mk III, White Hypopen (2), Green Hypopen, Mk III Serum of Healing (3).

Bulk Carried 6.4
Burdened above Bulk 7 (benefit of Starfinder Backpack).

Racial Traits:
Complex technological creations crafted to resemble humans, androids were originally a servitor race, but they have since broken free to form their own society. Unlike ordinary robots or ship AIs, androids do not simply respond according to their programming; rather, they have independent consciousnesses and are animated by souls—a distinction crucial to their generally accepted status as people rather than property.

Ability Modifiers +2 Dex, +2 Int, -2 Cha
Hit Points 4

Size and Type
Androids are Medium humanoids with the android subtype.

Constructed
For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.

Exceptional Vision
Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263.

Flat Affect
Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.

Upgrade Slot
Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor. [Currently has Ghost Armor installed]


Theme:
PARANORMAL INVESTIGATOR +1 INT, WIS, OR CHA
Starfinder Adventure Path #10: The Diaspora Strain p.53

Some, upon waking, want to forget their nightmares, find comfort among their companions, and dream of new adventures. That’s not you. No, you know waking life can be a dream and the nightmares can be real. You are a truth-seeker, chasing the shadows in search of a world hidden behind the veneer of normalcy. Each fresh horror you uncover proves your work is right and important, and makes you want to delve deeper into the galaxy’s haunting secrets.

THEME KNOWLEDGE 1st
You’re skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose Diplomacy, Life Science, Mysticism, Physical Science, or Survival. The chosen skill is a class skill for you, and it’s your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill.
You choose a specific paranormal mystery case (Is/was the asteroid the resort was built on haunted?) that you and the GM create. Reduce the DCs of checks to recall knowledge about and gather information related to your case by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field. After solving a case, you can take on another after 1 day of studying evidence for a new case. You can abandon a case without solving it to take on a new one. If you do so, you take a –2 penalty to skill checks for 1 week.

ATTENTION TO DETAIL 6th
Halve the time it takes you to gather information (minimum 30 minutes), search an area, or perform research to take 20 when recalling knowledge or identifying a creature, a magic item, or technology. In addition, once per day, if you fail a Perception or Sense Motive check or a check in your field, you can reroll the check and use the higher result.

GNAWING HUNCH 12th
You’ve learned to trust your hunches. If a clue can be found by taking 20 on a Perception check or a skill check in your field, the GM must tell you such a clue exists, but not what it is. Once you know a clue exists, you just have to find it.


Technomancer Traits:
To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You utilize tech to empower, harness, and manipulate magic, and you wield magic to augment, control, and modify technology. You are an expert at hacking the underlying structure of the universe itself, bending the laws of science and nature to your will. Your technomancy—which is gained from scientific study and experimentation—manipulates the physical world, weaves illusions, allows you to peer through time and space, and if necessary, can blast a foe into atoms.

Hit Points: 5
Stamina Points: 5
Key Ability Score - Int
Your Intelligence determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Intelligence is your key ability score. Also, a high Dexterity score can help you fire your weapons more accurately and dodge incoming attacks.

Class Skills
The Technomancer's class skills are Computers (Int), Engineering (Int), Life Science (Int), Mysticism (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Sleight of Hand (Dex).

Skill Points at each Level: 4 + Int modifier.

Proficiencies
Armor
Light armor
Weapons
Basic melee weapons, small arms

Spells
You cast spells drawn from the technomancer spell list (see page 338). To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on Table 4–12: Technomancer Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.

Spell Cache (Su) - 1st Level
As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.

If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

Magic Hack - 2nd Level
You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.

Spell Focus - 3rd Level
You gain Spell Focus as a bonus feat.

Techlore (Ex) - 3rd Level
You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.

Weapon Specialization (Ex) - 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.

Cache Capacitor (Su) - 6th Level
You expand your spell cache into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: detect radiation, disguise self, keen senses, or unseen servant. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn’t expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you again regains your spells.

At 12th level, your cache capacitor gains a second slot that can hold darkvision, lesser resistant armor, life bubble, or spider climb.


Magic Hacks:

2nd Level: Fabricate Tech (sp)
As a full action, you can expend an unused spell slot to temporarily construct a piece of technological gear from raw magic. You can create any single technological item with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands or in an adjacent square. You can use fuse spells with this magic hack. The size of the item cannot exceed 10 bulk or Medium size, and the quality of the item is average. Treat this as a spell of the same level as the expended spell slot. For example, at 4th level, you could expend a 1st-level spell slot to fabricate an item of up to 3rd level, or you could expend a 2nd-level spell slot to fabricate an item of up to 4th level. The item persists for a number of minutes equal to your technomancer level. At the end of this duration, the item disappears. You can’t create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack.

Fabricate Arms (Su)
As a full action, you can expend an unused spell slot to temporarily construct a technological weapon or suit of armor out of raw magic. You can create one suit of armor or weapon with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands, on your person, or in an adjacent square. You can use fuse spells with this magic hack. A weapon can’t be larger than two-handed, and the size of the item can’t exceed 10 bulk. The quality of the item is average for its type. Treat this as a spell of the same level as the expended spell slot. For example, at 10th level, you could expend a 3rd-level spell slot to fabricate a weapon of 9th level or lower, or expend a 4th-level spell slot to fabricate a suit of armor of 10th level or lower. The armor or weapon persists for a number of rounds equal to your technomancer level. At the end of this duration, the item disappears. You are proficient with (but not specialized in) any weapons you create with this ability. You can’t create magic items, weapons made from a special material, or weapons that are expended with use (such as arrows, grenades, or missiles) with this magic hack.

Fabricate Explosive (Sp)
As a full action, you can expend an unused spell slot to concentrate its magical power into a grenade-like matrix of volatile energy. This fabricated explosive can mimic any grenade with an item level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. This grenade-like item remains a spell-like ability with a spell level equal to the level of the spell slot you expended, and it cannot be augmented or affected by abilities that affect technological devices or weapons. This explosive is unstable; only you can use it, and you must throw it within a number of rounds equal to the level of the expended spell slot or it dissipates harmlessly. You are considered proficient with the grenade for this attack. Once you have used this ability, you can’t use it again until you rest for 10 minutes and expend 1 Resolve Point to recover Stamina Points.

Extend Runtime (Su)
Source Character Operations Manual pg. 95
You hack a spell’s runtime, dramatically increasing its duration. Whenever you cast a spell with a duration of 10 minutes/day or longer and target only yourself, you can either spend 1 Resolve Point or cast the spell using a higherlevel spell slot to increase its duration to 24 hours (D). [Note: interpreting phrase "10 minutes/day" to mean "10 minutes/level".


Feats:
1st: Skill Synergy
You understand how two skills work well together.
Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.

3rd: Spell Penetration
Your Spells break through Spell resistance more easily than those of other spellcasters.
Benefit: You gain a +2 bonus to caster level checks to overcome a creature’s Spell resistance.

Bonus Feat: Spell Focus
Through careful study, you have developed methods to make your spells harder to resist.
Benefit: The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities.

Bonus Feat: Weapon Specialization (Combat)
You know how to get the full damage out of a weapon type your class doesn’t normally use.
Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Applies to Small Arms and Basic Melee weapons

5th: Iron Will
You are more resistant to mental effects.
Benefit: You gain a +2 bonus to Will saving throws.

7th and 9th: Enhanced Resistance
You have trained your body to resist a particular type of damage.
Benefit: Choose either kinetic damage or one of acid, cold, electricity, fire, or sonic. If you choose kinetic damage, you gain damage reduction equal to your base attack bonus. If you choose acid, cold, electricity, fire, or sonic, you gain energy resistance against that type of energy equal to your base attack bonus.
Acid and Cold

11th Connection Inkling
Source Starfinder Core Rulebook pg. 156
You gain a hint of mystic power.

Prerequisites: Wis 15, character level 5th, no levels in mystic.

Benefit: Choose two 0-level mystic spells and one 1st-level mystic spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability score for these spells is Wisdom. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration


Gear:
Second Skin
Source Starfinder Core Rulebook pg. 197
Level 1; Price 250; Category Light
EAC Bonus +1; KAC Bonus +2; Max. Dex Bonus +5
Armor Check Penalty —; Speed Adjustment —
Upgrade Slots 1; Bulk L
Description
This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.

Concealed Compartments
Source Starfinder Armory pg. 82
Item Level 1; Price 175
Slots 1; Armor Type Any; Bulk —
This upgrade consists of many hidden compartments that are difficult to distinguish from the armor’s surface. Your armor grants you a +5 bonus to Sleight of Hand checks when hiding items on your body. You can store up to 1 bulk worth of items in your concealed compartments.

Ghost Armor (Magic)
Source Starfinder Armory pg. 83
Item Level 5; Price 2,900
Slots 1; Armor Type Any; Bulk L
A ghost armor upgrade consists of ornate silver bands, which create an incorporeal double of your armor and make the armor look gray and insubstantial. The armor grants you a +2 bonus to your EAC against attacks from incorporeal creatures.

Carbon Skin, White Carbon
Source Starfinder Core Rulebook pg. 197
Level 10; Price 19,650; Category Light
EAC Bonus +12; KAC Bonus +14; Max. Dex Bonus +5
Armor Check Penalty -1; Speed Adjustment —
Upgrade Slots 3; Bulk 1

Haste Circuit (Magic)
Source Starfinder Core Rulebook pg. 205
Item Level 8; Price 9,250
Slots 1; Armor Type Light, Heavy; Bulk L
Capacity 10; Usage 1/round
You can activate the haste circuit as a swift action to gain the benefits of a haste spell until you spend another swift action to deactivate it or it runs out of charges. A haste circuit’s charges replenish each day.

Starfinder Backpack
Source Starfinder Armory pg. 116
Level 3; Price 750; Bulk 1
Description
The Starfinder Society sells branded gear, of which the Starfinder backpack is a prime example. People assume most Starfinder backpacks come from the Lorespire Complex on Absalom Station, but more knock-offs exist than authentic ones.

While wearing a Starfinder backpack, treat your Strength score as 4 higher for determining your carrying capacity. This increase doesn’t stack with other backpacks. When you seek an object stowed in the backpack, you find it immediately, allowing you to retrieve the object as if you were drawing a weapon. In addition, you can stow objects of 1 bulk or less in the pack as if you were sheathing a weapon.

Switchblade, tactical
Source Starfinder Armory pg. 54
Level 3; Price 1,300
Damage 1d4 S; Critical —
Bulk L; Special analog, conceal, operative
This blade looks much like a single-edged survival knife when opened, but the blade can be folded or collapsed to fit within the grip, making it easier to conceal. A switch on the knife means the blade can be folded or extended as a swift action, or as part of making an attack or full attack.

Switchblade, Ultrathin
Source Starfinder Armory pg. 54
Level 8; Price 9,100
Hands 1; Proficiency Basic Melee
Damage 2d4 S; Critical —
Bulk L; Special analog, conceal, operative

Dueling Sword, Ultrathin
Source Starfinder Core Rulebook pg. 171
Level 11; Price 26,000
Hands 1; Proficiency Basic Melee
Damage 3d6 S; Critical —
Bulk L; Special analog

Sheet Lightning Pistol
Source Starfinder Armory pg. 45
Level 5; Price 3,000
Damage 1d6 E; Range 20 ft.; Critical —
Capacity 40 charges; Usage 4
Bulk L; Special line, stun, unwieldy

When fired, this weapon erupts with a long, crackling bolt of electricity reminiscent of lightning. Sheet lightning pistols and ribbon lightning pistols are relatively common, but rocket and smooth-channel lightning pistols typically require a special license to carry legally.
Shock Weapons
Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons.

Ghost Killer Fusion
Source Starfinder Core Rulebook pg. 194
Item Level 5
Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon.

Called Elite Semi-Auto Pistol
Source Starfinder Core Rulebook pg. 173
Level 10; Price 18,200 (booty from assassin in Lizard Lounge)
Hands 1; Proficiency Small Arms
Damage 3d6 P; Range 60 ft.; Critical —
Capacity 12 rounds; Usage 1
Bulk L; Special analog

Tritidair Weapon Fusion
Source Alien Archive 2 pg. 15
Item Level 8
An installed tritidair fusion causes a weapon to show a star field with one bright constellation, similar to the patterns on tritidair wings. You can activate or deactivate the tritidair fusion as a swift action. While the fusion is active, half the weapon’s damage becomes electricity damage, and the weapon gains the bright property. You can add this fusion to a weapon that already deals electricity damage, but then the fusion has no effect on the weapon’s damage other than to make it magical. If the weapon already deals two types of damage, you choose which one of them to replace with electricity damage each time you activate the tritidair fusion. When you score a critical hit with a weapon that has an active tritidair fusion, the target must succeed at a Fortitude saving throw or be blinded for 1d3 rounds (DC 19). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or this blinded effect. This fusion never causes a weapon that normally targets KAC to target EAC.
Bright Property Attacks with bright weapons illuminate the area within 20 feet of your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.

Called weapon fusion
Source Starfinder Core Rulebook pg. 193
Item Level 1
A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.

Ring of Resistance, Mk 3
Source Starfinder Core Rulebook pg. 222
Level 10; Price 18,100; Bulk —
This ring grants you magic protection against attacks and effects to which you are particularly vulnerable. You gain an enhancement bonus to saving throws with your lowest base saving throw bonus. If two or three of your base saving throw bonuses are tied for lowest value, you select which category gains this bonus when you first put on the ring, and this choice does not change unless a different base saving throw bonus later becomes your lowest bonus. The bonus is +3.

40 Small Arms Rounds
Source Starfinder Core Rulebook pg. 179
Level 1; Price 40
Damage —; Critical —
Capacity 30
Bulk L; Special —

Thunderstrike Sonic Pistol
Level 4; Price 2,300
Damage 1d8 So; Range 40 ft.; Critical deafen
Capacity 20 charges; Usage 2
Bulk L; Special —

Corona Laser Pistol
Source Starfinder Core Rulebook pg. 173
Level 6; Price 4,270
Damage 2d4 F; Range 90 ft.; Critical burn 1d4
Capacity 20 charges; Usage 1
Bulk L; Special —

Battery, High-Capacity
Source Starfinder Core Rulebook pg. 179
Level 4; Price 330
Damage —; Critical —
Capacity 40
Bulk —; Special —

Battery, Standard
Source Starfinder Core Rulebook pg. 179
Level 1; Price 60
Damage —; Critical —
Capacity 20
Bulk —; Special —

Medkit, Advanced
Source Starfinder Core Rulebook pg. 219
Level 5; Price 2,700
Hands 2; Bulk 1
Description
The advanced medkit adds more-advanced and specialized tools to diagnose and treat ailments. The advanced medkit can be used in the same way as a basic medkit, but the DC to treat deadly wounds is only 20, and you gain a +2 insight bonus to Medicine checks to treat drugs, diseases, and poisons. Additionally, you can use an advanced medkit to set up a temporary one-patient medical lab, though this requires 10 minutes. You can then provide long-term care to a single patient using the temporary medical lab, with a DC 30 Medicine check.

Sprayflesh
Source Starfinder Core Rulebook pg. 219
Level 5; Price 440
Capacity 1; Usage 1
Hands 1; Bulk L
Description
Sprayflesh is an advanced biotech medical device that sprays neutral biomass into a wound or area of concern (such as a clearly diseased or poisoned section of the body). If you have ranks in Medicine, a dose of sprayflesh allows you to attempt a check to treat deadly wounds on a creature that has already received its limit of treat deadly wound benefits for the day. If you succeed at a DC 25 Medicine check, the next time such a creature rests for 10 minutes and spends a Resolve Point to regain Stamina Points, it can instead gain the benefit of your Medicine check to treat deadly wounds. If you are not trained in Medicine, a dose of sprayflesh acts as a medpatch.

Aura Goggles
Source Alien Archive pg. 25
Level 8; Price 9,000; Bulk L
Description
While wearing these goggles, you gain a +4 circumstance bonus to saving throws against sense-dependent effects that target vision (such as gaze abilities or a bryrvath’s impossible aura). In addition, once per day, you can cast arcane sight as a spell-like ability (CL 8th).

Library Chip
Source Pact Worlds pg. 199
Category Personal Items (Other)
Level 3;Price 250
Description
Widely used by the Arcanamirium, the Starfinder Society, and other scholarly organizations, library chips are portable storage devices that contain a digital library of information on a particular subject (Culture, Engineering, Life Science, Mysticism, or Physical Science). You gain a +4 circumstance bonus to skill checks to recall knowledge with that skill when using a library chip in conjunction with a tier-0 computer (such as a comm unit) or better. A library chip counts as a downloaded data set for the purposes of using the skill that the library chip pertains to. While using a library chip, you can attempt untrained skill checks to recall knowledge on that subject if the DC is 20 or less.

Datajack, Standard
Source Starfinder Core Rulebook pg. 209
Item Level 2; Price 625; System Brain
This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don’t allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).

Comm Unit, Personal
Source Starfinder Core Rulebook pg. 219
Level 1; Price 7
Capacity 80; Usage 1/hour
Hands 1; Bulk L
A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range (see page 272). A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres).

Computer
Tier 2 Price 250 DC to Hack 21
User Interface: Datajack only
Miniaturization 2 (down to bulk L)
Source Starfinder Core Rulebook pg. 215
Price 10% of computer's base price; Type Upgrade
Treat your computer as 1 tier lower when calculating its bulk, to a minimum of tier –1. A tier-0 computer has light bulk, and a computer of tier –1 has negligible bulk. You can buy this upgrade multiple times. Each time it costs 10% of the base price of the computer.
At base, a computer has a bulk equal to its tier squared. Computers with light bulk or negligible bulk can be worn easily on the wrist or clipped to communications devices and used without having to hold them in a hand.
Hardened
Source Starfinder Core Rulebook pg. 215
Price 50% of computer's base price; Type Upgrade
The computer and its systems are encased in armored and energy-resistant shells. The computer’s hardness increases by 10, and it gains a +8 bonus to saving throws against energy attacks and effects that specifically target computers or electronic systems. This upgrade costs 50% of the base price of the computer.
Firewall
Source Starfinder Core Rulebook pg. 215
Price 20% of computer's base price; Type Countermeasure
This countermeasure does nothing to the intruder but instead partitions off modules behind an additional layer of security. Accessing the hidden modules requires another successful Computers check, usually with a DC equal to the original DC + 2. A computer can have multiple firewalls to block off multiple modules, but no one module can be protected by more than a single firewall. A firewall costs 20% of the base price of the computer.
Security 1
Source Starfinder Core Rulebook pg. 215
Price Varies; Type Upgrade
This bolsters the overall security of the computer, increasing the DC of the Computers check to hack the computer and gain access to its modules. This upgrade comes in multiple ranks, each stronger and more secure than the last. Refer to the below table to determine the DC increase and the price (in percentage of the base price of the computer). A computer cannot benefit from more than one security upgrade.
Self-Charging
Source Starfinder Core Rulebook pg. 215
Price 10% of computer's base price; Type Upgrade
While most computers can operate for up to 24 hours on internal batteries, this upgrade makes it so that the computer can function for up to 1 week on its internal power alone. Multiple purchases of this upgrade each extend the time by 1 additional week. This upgrade costs 10% of the base price of the computer.
Telepathic User Interface
Source Alien Archive 2 pg. 27
Price 10% of computer's base price; Type Upgrade
This upgrade allows a creature with limited telepathy or telepathy to access a computer via a telepathic user interface without having physical access, as long as the computer is within the creature’s telepathic range.

Each computer system is made up of various simple statistics that tell the GM how the computer functions, what it knows, what it controls, and what it can do to defend itself. This information is presented in the following terms.

The tier of a computer determines its base price and the base DC to hack into its system using a Computers check. Both of these are modified by the modules and countermeasures installed on a system (see Modules and Countermeasures below). The base DC to hack a computer is equal to 13 + 4 per tier.

A computer’s control module is the input device and display designed to allow you to enter commands into and receive data from the computer. In the Pact Worlds, most user interfaces include a keyboard, view screen, microphone, and speakers, to allow typed, spoken, or gesture-based commands to be given to the computer and to deliver graphic or audio data from the computer. These kinds of user interfaces come free with any system, and a computer can have as many as ten user interfaces per point of bulk the computer has (though normally only public systems or computers used by large companies do this).

It is also possible for a user interface to exist only as a broadcast device (such as a comm unit), or even to have another smaller computer act as a user interface (using a control module). You can set a computer to use this kind of user interface for free when you buy it, though you must pay for the additional device separately, or you can install (or remove) user interfaces using the disable or manipulate module task of the Computers skill to alter a user interface. Such additional user interfaces do not count against the total modules a computer can have.

You can use a hacking kit to access a computer without using a user interface, but this requires you to have physical contact with the computer or to make contact through an infosphere or similar network that is linked to the computers.

Computers can be extremely small, but miniaturizing such units without sacrificing computational power or durability increases a computer’s price. At base, a computer has a bulk equal to its tier squared. Computers with light bulk or negligible bulk can be worn easily on the wrist or clipped to communications devices and used without having to hold them in a hand. Any computer with a bulk of 1 or more must be held or set on a sturdy surface to be used. Computers with a bulk of 25 or more are not designed for portability, and normally they are permanently mounted to furniture or a vehicle or starship. You can reduce the size of a computer with the miniaturization upgrade (see page 216).

Ion Tape
Source Starfinder Armory pg. 105
Level 3; Price 275
Hands —; Bulk L
Description
Ion tape is a ribbon of material tightly wound around a spindle. A roll of ion tape fits in the palm of a human hand and comes in a wide range of colors. A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. It has a weak adhesive that keeps the tape in place when wrapped around an object. When ion tape is exposed to an electrical charge of any power (including a jolt from a zipstick), the tape bonds into a single mass of plastic-like material, gaining hardness 8 and 15 Hit Points. When used to bind a creature, a few strips of activated ion tape require a successful DC 28 Strength check to break. A second jolt from an electrical source causes the tape to revert to its weaker ribbon state, at which point it can be torn easily. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds. The uses for ion tape are many: it can be used to construct basic objects (such as a ladder), patch holes, bind prisoners, and so on.

Zipstick
Source Starfinder Armory pg. 109
Level 1; Price 10
Capacity 20; Usage 1/use
Hands 1; Bulk —
Description
A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon. A zipstick is most often used to activate or deactivate ion-bonding technology, such as ion tape.

Tool Kits
A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks.
Bulk: L
Engineering: Engineering checks without one take a –2 penalty
Hacking: required for most Computer checks; see page 137 for more information
Navigator: grants a +4 bonus to Survival checks when orienteering
Trapsmith: provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps
Astrogator: grants a +4 bonus to Piloting checks to navigate or astrogate
Aura-translation: grants a +4 bonus to Mysticism checks to identify a magic item
Thief: grants a +4 bonus to Computers checks to hack a computer system that controls a door and a +4 bonus to Engineering checks to disable a mechanical or technological lock). When using a thieves’ tools tool kit for its specialized purpose, you don’t take the –2 penalty to Engineering checks if you don’t have an engineering kit.

Scanner, Video Camera
Source Starfinder Armory pg. 107
Level 1; Price 275
Capacity 20; Usage 2/hour
Hands 1; Bulk L
Description
The most typical scanner is a video camera, which requires one hand to use. A video camera has ordinary sight and is capable of seeing whatever an ordinary human could see, with up to 10 times magnification. A video camera can record up to 4 hours of footage, which can be downloaded and viewed using nearly any computer.

Scanner, Enhanced Camera (Tok's goggles)
Source Starfinder Armory pg. 107
Level 3; Price 1,375
Capacity 20; Usage 1/hour
Hands 1; Bulk L
Description
An enhanced camera functions as a video camera, but it can view a wider band of wavelengths, including infrared wavelengths. Enhanced cameras have low-light vision and darkvision with a range of 60 feet. An enhanced camera can record up to 24 hours of footage.

Scanner, Shotgun Microphone (Part of Tok's Goggles?)
Source Starfinder Armory pg. 107
Level 2; Price 625
Capacity 20; Usage 1/hour
Hands 1; Bulk L
Description
A shotgun microphone amplifies your sense of hearing within a particular direction. You gain a +2 insight bonus to hearing-based Perception checks in a 60-foot cone, but you take a –2 penalty to hearing-based Perception checks from other areas. A shotgun microphone can record up to 12 hours of sound. You don’t need to take an action to use a shotgun microphone, but changing its direction requires a move action.

Laser Microphone
Source Starfinder Core Rulebook pg. 219
Level 5; Price 2,725
Capacity 10; Usage 1/minute
Hands 2; Bulk L
Description
This handheld sensor allows you to hear through normally sound-impervious materials at great range. It grants you sense through (hearing), but only through materials that are 1 inch thick or thinner, and each Perception check attempted using it takes a full action, during which you are flat-footed.

Reconfigurable Outfit
Source Starfinder Armory pg. 129
Category Personal Items (Clothing)
Level 2;Price 100 + cost of component outfits; Bulk L
Description
Reconfigurable clothing is constructed of specialized nanofibers that allow the clothing to shift between one or more outfits at your signal, such as clicking your heels together, speaking a command word, or twirling in place. As a move action, you can change your clothing from its current configuration to another outfit incorporated into the clothes. When you purchase reconfigurable clothing, choose one or more outfits to incorporate into your clothes. A single outfit of reconfigurable clothing can hold up to five other outfits of clothing. The cost for an outfit of reconfigurable clothing is 100 credits plus the cost of all outfits incorporated into the clothing.

Clothing, Athletic
Source Starfinder Armory pg. 128
Category Personal Items (Clothing)
Level 1;Price 5; Bulk L
Description
Athletic wear is usually designed for a specific athletic activity, such as a sport or other physical pursuit. Wearing athletic clothing grants you a +1 circumstance bonus to Athletics checks to perform the activity that the clothes are designed for.

Clothing, Environmental
Source Starfinder Core Rulebook pg. 230
Category Personal Items (Clothing)
Level 1;Price 10; Bulk L
Description
Each environmental outfit is designed with a specific climate in mind, and wearing such an outfit in an extreme environmental condition it is tailored for grants a benefit as follows: cold climates (+2 circumstance bonus to Fortitude saves against environmental cold dangers), dust storms (reduce damage from dust storms with windstorm-magnitude winds by 1), heat climates (+2 circumstance bonus to Fortitude saves against environmental heat dangers), radiation (+1 circumstance bonus to saving throws against radiation effects), and zero gravity (+2 circumstance bonus to Acrobatics or Athletics checks to stop movement or climb along handholds in zero-g). See Chapter 11 for more information on environmental dangers.

The benefit of an environmental outfit can be added to another type of clothing (including a different environmental outfit) by doubling and adding together the price of both types of clothing.

Miniature Sun
Source Starfinder #13: Fire Starters pg. 52
Level 3; Price 1,200
Capacity 20; Usage 1/hour
Hands 1; Bulk 1
Description
A photonic inducer set in a brass-frame inset with glass similar to a lantern, a miniature sun is a portable light that exudes an area of bright light in a 30-foot radius. Thanks to a comfortable insulated handle, it requires only one hand to hold. After 1 minute of use, the exterior of a miniature sun becomes incredibly hot to the touch. When it is this hot, you can use a miniature sun as an improvised melee weapon that deals 1d3 fire damage, but each successful attack made in this way deals twice as much damage to the item, ignoring hardness.

A miniature sun requires only one hand to operate, uses a battery, and consumes 1 charge per each hour of use (or fraction thereof).